/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h
Settings applied when building a mesh.
struct FSkeletalMeshBuildSettings
uint8:  1
bComputeWeightedNormals
If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.
int32
BoneInfluenceLimit
The maximum number of bone influences to allow each vertex in this mesh to use.
uint8: 1
bRecomputeNormals
If true, normals in the raw mesh are ignored and recomputed.
uint8: 1
bRecomputeTangents
If true, tangents in the raw mesh are ignored and recomputed.
uint8: 1
bRemoveDegenerates
If true, degenerate triangles will be removed.
uint8: 1
bUseBackwardsCompatibleF16TruncUVs
If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.
uint8: 1
bUseFullPrecisionUVs
If true, UVs will be stored at full floating point precision.
uint8: 1
bUseHighPrecisionSkinWeights
Use 16-bit precision for rendering skin weights, instead of 8-bit precision.
uint8: 1
bUseHighPrecisionTangentBasis
If true, Tangents will be stored at 16 bit vs 8 bit precision.
uint8: 1
bUseMikkTSpace
If true, degenerate triangles will be removed.
float
MorphThresholdPosition
Threshold to compare vertex position equality when computing morph target deltas.
float
ThresholdPosition
Threshold use to decide if two vertex position are equal.
float
ThresholdTangentNormal
Threshold use to decide if two normal, tangents or bi-normals are equal.
float
ThresholdUV
Threshold use to decide if two UVs are equal.